GM - Emperor Dark Oni's page

Taking the group towards the kitchen the halfling starts to oddly prep things for dinner. He takes and opens the back door leading out of the house, but shuts it quickly before walking over to the only other door and opening it revealing the pantry.

He spends a minute looking around before coming out with an armful of vegetables. He places them on the table and moves towards the fireplace that holds some pots and pans on the wall and floor. He grabs a large pot and drops it almost immediately.

"Darn snakes!" he yells stepping back from the pot.

The group sees a small black and red stripe snake wither out of the dropped pot and slither quickly towards a hole in the wall before disappearing. Rubbing his arms the halfling glares at the hole for a minute before going back over and picking up the pot and setting it near the table.

The oddity of his actions has you all wondering. Why didn't he know which door led to the pantry? Isn't Walthus some sort of snake-wrangler? Before you can say anything Walthus speaks up.

"Need to get some water. I'll be right back." the halfling then takes the empty pot and heads outside, leaving the group to themselves.

Sense Motive:

Everyone passed the DC - It seems to you that he is acting like it is the first time he has been in his own kitchen.

As the group follows the relatively new trail through the swamp they hear a strange high pitched bestial cry. It seems to be coming from deep inside the swamp.

It's almost like a bird cry, but with a more feral feel to it like a predator calling at the coming night. Deep in the swamp the little bit of sunlight left gives the trees deeper off the trail a dark sinister look and almost anything could be hiding in them.

Crossing one more stone bridge the group finds the odd home of Walthus Proudstump.

Quote:

A muddy trail leads up to a swampy lagoon. The open ocean is visible just beyond these shallow waters, while an old two-story building, its walls soggy with moss and its roof sagging with age, sits on the lagoon’s eastern shore.

Shalelu moves up to knock on the door and after a long wait and more banging it opens to show a bedraggled halfling ranger.

"Sorry I'm in no mood for visitors, please go away."he says with the door only half open.

Before he can shut it Shalelu puts a foot to the door and says. "We need information and a place to stay for the night Walthus. You have both you know."

- Sir Alric's lance has reach so I put your character back on the map to account for this.
- Mia to go into total defense is a standard action so moving there and having a bonus AC is not possible. Choose to have you where you wanted to be as you are close to getting into combat.
- Goblin at H-2 on the map is dead.
- All the goblins missed what a surprise. I rolled back to back 20's against the PCs in another game guess you are getting the low rolls.
- Everyone please keep track of bolts and arrows. Not sure but you may find more but not right off.

The goblins seemed in a hurry as the come to the top of the arch in the stone bridge. And they didn't expect to see a group of adventurers wandering in their swamp so they are just as surprised as most of the party.

The group leaves the Rusty dragon and meets up with Radok at the crossroads before turning south and heading out of town. Sir Alric is the only one mounted but he walks his horse at a slow pace keeping with the others.

It is a warm autumn evening and the group makes good time s the reach the outskirts of Brinestump Marsh a couple hours before sundown. The air turns from fresh to having a faint musty smell on it as you near the edge of forest the marks the swamps border. Bird calls and the buzzing of insects fill the air with sound as you turn off the Lost Coast road and toward a unused path.

Shalelu draws here bow and nocks and air. She cautiously leads the group along the trail and into the cover of the swamp.

The group nears a small bridge that arcs cross a stream set low to the ground. The brackish water of the stream makes its way under the stone bridge and heads out to Sog's Bay to the west. A group of six goblins is on the bridge rushing across as if being chased by something.

Rolls:

Need a Perception and Initiative. If you beat the Stealth check above you may go in the surprise round. Note that you should already have a weapon in hand while walking through the swamp.

Sandpoint is a sleepy little town that has seen it's share of troubles.

Goblins.

Giants.

Evil Wizards.

It is a testament to the willpower and tenacity of those who have leaved here for years. It is a beacon of hope that no matter the trouble heroes will rise up and defend those in need. And it is home.

Your life may not be what you thought it would be but for now you are content with the luck you have found living in Sandpoint. That was till a week or so ago. Now it seems like the last place in all of the world you wish to be is here. But although getting into Sandpoint and becoming a "local" is a matter of ease. Getting out is like trying to escape one of the Nine Planes.

Oh well, maybe a drink at The Rusty Dragon will help make things right once more.

OOC:

Still need to refresh on the romance/rival rules and check characters but for now let's get into character and RP a bit.

When a trove of fireworks falls into the hands of the goblins of Brinestump Marsh, the people of Sandpoint fear an explosive invasion. But there’s more afoot in the soggy wilderness than goblin hijinks and dangerous pyrotechnics. An investigation reveals mysteries and menaces aplenty, but also a treasure holding the answer to not just one of Varisia’s greatest mysteries, but a conspiracy spanning continents and empires. Can the adventurers piece together a puzzle that links the owner of a sleepy village tavern to the unsolved destruction of a fortress-settlement? And can they withstand the ancient forces and secret destiny that have waited for them for decades?